Texture2D mappedSRV;
SamplerState ss;

struct PixelIn
{
	float4 pos : SV_POSITION;
	float2 tex : TEXCOORD;
};

float4 PS(PixelIn pin) : SV_TARGET
{
	// tex coordinate transform
	// pin.tex.x += 0.2f;
	float4 color = mappedSRV.Sample(ss, pin.tex);

	return color;
}